Thredash tucks away his gems and the 2 vials, and, placing his palms together bows respectfully to the merchant and says Blessings of Order and Justice upon you, Sir. Thank ye thank ye. =)
Ursa, we are very happy to see you up and aboot. I was just trading a gemstone for these 2 vials of holy water blessed by a Priestess of Freya.
(ooc @Larren12 - did I understand the transaction properly?)
Brix, here you go, I have 9 darts, will that do? What are you planning? - proffers his darts to Brix...
"Oh wonderful, though I'll only need one, and soon sowill you." Brix says with a wink. He takes one dart and scurries back to his belongings. A short rummage through his pack produces a vial filled with a silver colored powder. He adds some to a few drops of water to create a paste. He coats the dart in the paste as he mumbles rhythmically. Once coated he then wedges the dart into a crack at the end of a stick. Using the stick like a handle he holds the dart over the flames of the camp fire. After a minute or two has passed the now hardened paste begins to glow. As soon as he sees the glow Brix removes the dart and allows it to cool for a few moments before chipping away the magical infused clay. He returns to Thredash with the dart in hand. "Watch this!" He says with a twinkle in his eye and quick as a wink he tosses the dart blindly over his shoulder and into the surrounding grass. Before Thredash can even register a complaint about a lost dart Brix holds out his hand and the dart magically reappears. He once again raises his hand and offers the small projectile to the half-orc. Turning back to Ursa he again poses the question, "And what about you? Will you allow me to imbue your spell focus with some beneficial properties?"
(OCC: That dart is now a magical +1/+1 dart that will return to Thredashes hand after every throw.)
(DM) Do Not Give Your Character or any NPC controlled by You any Magic Items not found/created in Game.
(OCC: Huh? It's an infusion and it literally was just created in game so I don't understand this.)
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(OCC: My apologies. I just realized that in my original post I got so focused on trying to make the act of creating the infusion a little more flavorful that I didn't specifically say what I was doing. I just assumed you would get what I was doing. When I tooked at it from a different perspective I see hoe it could have been misunderstood. That's my mistake and I'll try to remember to be clear as we go on.
After a few days of travel, you arrive at your destination.
The shoulder joint of a massive wing protrudes from the side of a hill. The bone has been hollowed out into a makeshift tunnel; the osseous walls, floor, and ceiling are covered in strange smudge paintings depicting canine-like humanoids. Piles of bones and broken tools lie in heaps outside the entryway.
This post has potentially manipulated dice roll results.
(I am sorry I was hoping to RP in a little more than happened. Thom was an escort with the merchant, but decided to take a pay cut and come with you all)
(Soren's passive Perception is 16 in case it matters).
Soren would at this point also use his Wild Companion feature, expending one use of his Wild Shape to cast Find Familiar - except instead of being permanent, the familiar only lasts an hour.
The familiar, though a fey spirit, takes the shape of an Owl - 60' fly speed, advantage on Perception checks with hearing or sight, can take Flyby help action without incurring an attack of opportunity. He names her (the owl) Nettle.
(And just in case this would count as an alchemical object or magic item Brix will use his Artificer lore to see if he knows anything about dragon marrow or what ever this is.)
Some goblins were seen a while ago digging through that dead dragon over there, almost like they were mining it? So we gots to thinking what would goblins be doing that for?
"Kolbalds, not goblins. Kolbold have a strong affinity for dragons. Or so I've heard." corrects Brix as he looks about the cavern with wide eyes. "My curiosity has sure been piqued."
Thredash tucks away his gems and the 2 vials, and, placing his palms together bows respectfully to the merchant and says Blessings of Order and Justice upon you, Sir. Thank ye thank ye. =)
Ursa, we are very happy to see you up and aboot. I was just trading a gemstone for these 2 vials of holy water blessed by a Priestess of Freya.
(ooc @Larren12 - did I understand the transaction properly?)
Brix, here you go, I have 9 darts, will that do? What are you planning? - proffers his darts to Brix...
(Thredash) The merchant is impressed by your manners.
"Oh wonderful, though I'll only need one, and soon so will you." Brix says with a wink. He takes one dart and scurries back to his belongings. A short rummage through his pack produces a vial filled with a silver colored powder. He adds some to a few drops of water to create a paste. He coats the dart in the paste as he mumbles rhythmically. Once coated he then wedges the dart into a crack at the end of a stick. Using the stick like a handle he holds the dart over the flames of the camp fire. After a minute or two has passed the now hardened paste begins to glow. As soon as he sees the glow Brix removes the dart and allows it to cool for a few moments before chipping away the magical infused clay. He returns to Thredash with the dart in hand. "Watch this!" He says with a twinkle in his eye and quick as a wink he tosses the dart blindly over his shoulder and into the surrounding grass. Before Thredash can even register a complaint about a lost dart Brix holds out his hand and the dart magically reappears. He once again raises his hand and offers the small projectile to the half-orc. Turning back to Ursa he again poses the question, "And what about you? Will you allow me to imbue your spell focus with some beneficial properties?"
(OCC: That dart is now a magical +1/+1 dart that will return to Thredashes hand after every throw.)
**This Space for Rent**
(DM) Do Not Give Your Character or any NPC controlled by You any Magic Items not found/created in Game.
(OCC: Huh? It's an infusion and it literally was just created in game so I don't understand this.)
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(OCC: My apologies. I just realized that in my original post I got so focused on trying to make the act of creating the infusion a little more flavorful that I didn't specifically say what I was doing. I just assumed you would get what I was doing. When I tooked at it from a different perspective I see hoe it could have been misunderstood. That's my mistake and I'll try to remember to be clear as we go on.
**This Space for Rent**
(Let's move on.)
After a few days of travel, you arrive at your destination.
The shoulder joint of a massive wing protrudes from the side of a hill.
The bone has been hollowed out into a makeshift tunnel; the osseous
walls, floor, and ceiling are covered in strange smudge paintings
depicting canine-like humanoids. Piles of bones and broken tools lie in
heaps outside the entryway.
(Everyone) Perception Check DC12
(I am sorry I was hoping to RP in a little more than happened. Thom was an escort with the merchant, but decided to take a pay cut and come with you all)
Thom 12
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Ursa: 17
D&D since 1984
Soren Perception: 15
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
(Soren's passive Perception is 16 in case it matters).
Soren would at this point also use his Wild Companion feature, expending one use of his Wild Shape to cast Find Familiar - except instead of being permanent, the familiar only lasts an hour.
The familiar, though a fey spirit, takes the shape of an Owl - 60' fly speed, advantage on Perception checks with hearing or sight, can take Flyby help action without incurring an attack of opportunity. He names her (the owl) Nettle.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Thredash Perception 14
Nettle is a bonnie lass - much better eye sight than a falcon, and can give lessons to a ranger on sneaking aboot the country side
Brix: 6
(And just in case this would count as an alchemical object or magic item Brix will use his Artificer lore to see if he knows anything about dragon marrow or what ever this is.)
History: 16
**This Space for Rent**
Were they mining into the dragon? or through the dragon?
Garmuk: 11
So why here? Kill dogs? Garmuk was not listening to merchant, he talked to much
Some goblins were seen a while ago digging through that dead dragon over there, almost like they were mining it? So we gots to thinking what would goblins be doing that for?
"Kolbalds, not goblins. Kolbold have a strong affinity for dragons. Or so I've heard." corrects Brix as he looks about the cavern with wide eyes. "My curiosity has sure been piqued."
**This Space for Rent**
Goblins, Kolbold, dogs, and dragons too. Garmuk starts to get visibility excited.
All we want to know is where to find them...
Just inside the entrance you catch a glimpse of a couple of small reptilian creatures.
(Brix) Dragon Marrow is a chief ingredient for potions of dragon's breath.
"I seem to recall that Dragon Marrow is a key ingredient in Dragon breath potions so beware." warns Brix upon seeing the creatures.
**This Space for Rent**